Doctor Archive

Thread: Docs, how are the gains?

twiafu
Wed Aug 17, 2005 11:09 pm
#1


I'm collecting numbers on how the XP NERF is effecting 'must-group' professions.


What are your initial findings on XP rates at this time?




Publish 22 Experience Changes


Experience is now divided among group members, rather than every group member receiving full credit for the kill.


A larger group experience bonus was implemented, to ensure that grouping is still optimal: although experience earned per kill is less, a group of players is still able to earn experience over time at a much faster rate than a solo player.


For example:



  • If you solo a creature then you get 6000 experience.

  • If I solo a creature then I get 6000 experience.

  • If we group and kill two creatures together, then we get 3000 experience per creature each (6000xp total), plus an additional bonus amount of experience because we are grouped (and two of us together can kill those two creatures more quickly than we could have solo'd one each).

The display of experience was altered in order to minimize the notification of individual experience grants, and emphasize the notification of group experience bonus percentages. Since individual experience grants on a per-kill basis decline as group size increases, but the group bonus percentage increases as your group-size increases, we want to place the emphasis on the increasing bonus for grouping rather than on the decreasing individual experience awards.


We hope that this clears up any confusion with the experience changes.




Message Edited by twiafu on 08-18-200502:14 AM

Message Edited by twiafu on 08-18-2005 02:14 AM



____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

RealManofHonour
Wed Aug 17, 2005 11:22 pm
#2

This kills the profession. I can't find group... Most people use stim packs and food, cause of xp loss...


The xp bonus seems to be a joke. Sorry no defnite numbers, tried to get a group for 2 hours (first question: professions???, first answer of them: sorry less xp)...





-----------------------------------------------
Server: Gorath
Char: ManofHonour
Elder Jedi
Arcadias
Thu Aug 18, 2005 5:34 am
#3






RealManofHonour wrote:

This kills the profession. I can't find group... Most people use stim packs and food, cause of xp loss...


The xp bonus seems to be a joke. Sorry no defnite numbers, tried to get a group for 2 hours (first question: professions???, first answer of them: sorry less xp)...








Yep, looks bad for Docs. Its a real shame. They are really usefull in GCW and high-end-content. And have been very usefull until Pub22.


Now, the "perfect" group (without Jedi)is: 3 Rifleman with root from pistoleer. (root and nuke and even if you take damage you can use stims)


You could swap one Rifleman for a Swordsman (Armorbreak).


So, what do we get? A group-system that clearly doesnt like some professions.


A fix with keeping the new way of earning xp would be: XP will not be split to every group-member, only to those that do damage. Medical XP is extra (if 2 medics/docs/cm are in group it will be split if they all heal). I dunno how scouts/ranger and CHs are effected by this, but It should be the same.


In short: A creature grants x weapon/combat-xp, x medical-xp, x trapping-xp,... and not only x general-xp that gets split into whatever xp.






(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)
Arcadias Light-Fantastic n Master Powers cl90 Jedi
Arcadi Light-Fantastic n TKM - MDoc cl90 something
Arcs Light-Fantastic n Trader (Munitions)
quitch
Thu Aug 18, 2005 6:51 am
#4

my perfect group would just be me and one other high end swordsman



-who lightdust
twiafu
Thu Aug 18, 2005 8:47 am
#5

Thank you for the information so far....



Keep it comming.







____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

LagSolo
Thu Aug 18, 2005 9:49 am
#6

Took me an hour to get 30k of med xp to finish chemical warfare IV box on wanderhome in a group of 5 people......the other 4 were cl 80 jedi.


all i did was toss dots and heali didnt use a weapon


I am also a cl 52 toon so i do not get as much xp in the first place


i tried solo and it seemed 80% of my xp was weapon xp and 20% being med from healing myself.....screwed either way.


I was building a triple med mastery support toon for grouping and dwb/vette type content



Mokrie Dela..."Wet Work"...Wanderhome
Molon Labe..Jedi..Bloodfin
Niblick Henbane.....Rifleman.....Bloodfin
<Honaris Causa> Petersburg, Corellia

Arcanon
Thu Aug 18, 2005 12:40 pm
#7

I have no doubt that this is going to be a major pain in all medics sides until is either gone or brought back to reasonable levels. My guild got together to try and find a way to efficiently grind in groups, but the best we were able to find was to have small groups of around three members. The experience is not nearly as badly reduced as it was in an eight member group, and allows an adequate chance of a person becoming injured for me to heal. At level 70 with an inspiration buff I was able to get about 1.7k experience a creature if I didn't attack it. Not ideal, but not the 300 experience I got in the 8 member groups.

Does anyone know if we get experience for healing a CH's pets while they are attacking? If so, then grouping up with a CH or two may be the best way to get medical experience until this is changed.



Arctis: council member of ORDER
Vie'lab: up-and-coming entertainer
quitch
Thu Aug 18, 2005 12:44 pm
#8

this is awful for weapon professions, but worse for healers. where are they gonna get xp from? now its gonna be lots of soloing, and if there is grouping its just gonna be 2 or 3 ppl i am guessing. where are they gonna get xp?



-who lightdust
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